#arma3_model
1 messages · Page 61 of 1
https://community.bistudio.com/wiki/LOD check here for reference
on .obj it says this:
well first thing you should do is what the error tells you - check your faces to make sure they only have at most 4 verts
but also if you're using blender grab mr clock's addon instead of the old one, it has validation
i have it but whatever i do it just wont validate it
it tells you what's wrong if you open the console during validation
well there you go, more htan 4 verts on a face somewhere
ok thnx
from what i see it is probably in this button here
or actually on both
its weird tho cause i gave it to a friend he could import it just fine
he might've just run triangulation on it before export
if you wanna be lazy just press ctrl+t
(iirc that's the shortcut for triangulate)
Schultz - Today at 3:30 AM
penetration? nope
that's controlled by the fire geolod
iirc also with the assigend material
not in the resolution lods afaik
Edited 😃
i got something in the back of my grey mass/mess calles brain, that it was also influenced by the material
Nah, without Sweat this time 😄
Metal, wood, etc
yeah
what I was telling @civic stratus is that those are controlled by the fire geo lod
assign a penetration rvmat there, the engine will act accordingly
missread then
could be a generic material rvmat (wood, plastic etc) and the game will calculate ballistics according to the fire geolod components widths
or there's also specific preset materials (2mm metal etc)
if you dont assign any rvmats, I think it defaults to concrete not sure though
dirt
dirt is the bullet effect, but I think the property is concrete
Possible
aka uncooked tinned ravioli
So this page should still be relevant https://community.bistudio.com/wiki/Bullet_penetrability
what is a inhomogeneous vs homogenous component mean?
is it like of like this where in a single component the thickness could vary (which i thought that would break convexity
no it means theres also now materials that make component surface simulate a given thickness
okay thats the part in bisurf where say thickness is 20, and the actual firegeo is modled as 40, it will be simulated as 20. but if model is lower its simulated at that lower thickness regardless of what bisurf says?
and so does the line that says thickeness <= 0, component is homogenous mean the simulated thickness will be whatever the modeled fire geo is?
lower will be treated at its own thickness if I remember right
Okay cool I think I had already understood all that before just didnt get why the words homogeneous and inhomogeneous, last question for the night/day??
how can I find out caliber/impact velocity I should use to have a bullet say penetrate this sandbag, like what would be the penetrability to overcome what I assume is that 1980.20 that the sandbag has
testing
like it doesnt penetrate cause
caliber = 1.2, impact velocity is 665.43
1.2*665.43 = 798 < 1980?
yeah whatevers lower, the rvmat/bisurf thickness or the physical
ifa3 learned this the hard way as a lot of the fire geos for like I44 models etc were modelled on vibe alone as i44 used scripted penetration anyway
is there a tutorial for building assets?
No. There is unfortunately very limited amount of tutorials
however if you know basic 3D modeling the necessary concepts are not super difficult to understand
Working on that
trying simple stuff
so first thing that comes to mind is that none of your walls have any thickness
i know
i just wanna create simple building without too much moddeling etc
so i need to have thickness
if you intent it to to have interior
this is just a test building
later i will do interior
Im planning to have big ops building with custom lockers for my guys
no point in this exercise if you dont
also other stuff like shooting range inside etc
is building same like?
like target?
I’ve created the custom locker object itself so should I follow the same procedure for the building as well? Is it the same?
in basic principles yes all static objects like that follow same rules
Thanks, sounds good. I’ll follow that approach and send a screenshot once it’s done.
The locker itself is already finished. I made it so that there’s a model of my vest and helmet. When I take the vest, it gives me my full loadout (the one saved in Arsenal) via an ACE interaction point. The same goes for the helmet, but that one only gives me the helmet. I’m currently testing and improving my skills a bit.
In the future, I’d like to try working on vehicles as well, but I don’t feel confident enough for that yet at all 😄
geometry has a minimum width of 0.1 meters so you should make your walls thick enough to incorporate that
Have you tested that? It might be an urban myth.
yesn't, I've done some testing but not enough to make assertions
what I've found is that you can make a room with wall geometries thinner than 0.1 but since the overall geometry is wider than 0.1 it will still work
however with that setup it became more common for objects to go through the geometry ie. drive a car through it
so better to stick to the minimum of 0.1
also it makes things easier for windows/doors etc.
I read it without the context of application to houses. Fairly sure it's not true (at all) with vehicles.
i am trying to get the muzzle flash working for my weapon, and i cant figure it out
either it doesnt show up at all or it is always on
can someone explain how it works?
Name the muzzle flash proxy in your p3d resolution LOD's as zasleh.
In the config.cpp turret class for the gunner who has the weapon with this muzzle flash, set
selectionFireAnim = "zasleh";
In model.cfg, sections[] = {"zasleh"};
You can also add random rotation to the muzzle flash, and deal with multiple weapon muzzle flashes, but that's secondary to getting it working.
got it to work, I had the proxy have both the "zasleh" and "muzzleFlash" selections...
On a somewhat related note, how do I stop the gun from sinking into the ground when rested on ground in prone?
Seems fine when rested on an object (pic 2)
IIRC having bipod memory at the right position should fix it
make sure you have a view pilot lod too
Hi guys
anyone got any idea how id pinpoint whats going on here? im assuming its a rogue vertex/vertices or maybe even an unassigned proxy?
Ive highlighted it in yellow
unassigned vertex yeah
should be present in source file too if you test with ArmaRig
so just bring it in to arma rig assign the uniform to arma rig and then see what the issue is?
thats what I would do yeah
coolio ill give it a whirl
entire right arm seemed to be borked in major areas
going to redo it now
but thanks was racking my brain for ages wondering what the hell it could of been and the idea of having to sift through 60k verts to find a rogue one was just
weighting with rig is recommended 😅 so you can see how it behaves
the more you know 😅
Just been hardlining it by weightpainting and weight transferring from the example model and then praying to the arma gods that it works
that uniform looks sick btw
cheers amigo
hey hey
That is the mods name
i cant find it in the workshop
name feels familiar somehow
maybe it was discussed somewhere recently
its a matter for #arma3_questions
since this channel is about 3d model making
Didn't someone talk about it on terrain channel the other day or was that Africa objects?
Could someone remind me what LOD is used to determine a resting point for a weapon?
Memory
afternoon chaps can anyone advise me on a guide for reducing section counts on a model. i have the following problem for example http://puu.sh/n580q/f6c451897e.png
I'm having some issues with the arma 2 samples, specifically characters. All of the ones I've tried show a bunch of errors, most commonly too many bones assigned to vertexes. If I instead use the binarized version from the game files of the same character none of these errors occur. Is this a known issue with the samples or am I just missing something here? I'm looking to make some basic changes to some character models for a mod I'm working on.
the A2 characters are not directly compatible with Arma3
so they need the weighting fixed
Thing is the mod I'm making is for arma2 OA and they give errors there too
the game version of the same file give no errors however, Maybe they fixed the issues for the game but never updated the samples, but I'm just guessing here
how do you pack the pbo?
I'm not the one packing it, just trying to help a guy with some models. But he uses PBO Manager if that helps. If you need more info I can ask
isn't stuff like too many bones assigned an issue inside of the model file rather? I didn't think thats an issue that could be caused by packing pbo's wrong etc but then again I'm not very experienced handling arma stuff
pbo manager is not the right tool for packing a mod
I would recommend starting learning the stuff from something simpler than a character
just to get all the workflow correct first
It may not be. However the same workflow works as long as you use the game model instead of the sample one so to me it seems logical that issue is with the model not the workflow in this particular case. But it also seems weird that all of these sample characters have such big issues so again I am unsure.
noo you are wrong
because pbo manager does not binarize the pbo
it just showes the stuff into a box
it does not do the actual processing (binarization) that assets need
= they break
ok
I believe he tried packing it with binPBO with binarize active with the same results
we love official stuff 🙂
Well thanks for narrowing it down a bit further. I appreciate it ❤️
I dont know if Mikeros tools still work with Arma2 or have they moved to A3 fully. But those would give you more error checking on pbo packing
so there is less to guess
can you set a memory point or reference on a helmet for where NVGs should sit or is it specific to the NVG model itself?
nvg model
if you want helmets to be compatible you should adjust your helmet to fit the default mount
Arrowhead is still listed in settings
feedback? still in building phase trying to figure out layout of the building
main hall center, armory with shootingrange on left behind centre offices and on the right side gym
if you want realism, add toilets, maybe locker room and storage room
or if you dont want to make all the rooms you can just make some space for them and have a door that does not open
Be careful of object size limit
to keep things simple you will want to keep it in 50 meter diameter
Anyone knows any good modeler for some custom military gear can be a website
got under
its alright
My bad, I meant LOD of the object to rest the weapon on
Im changing whole building 😄
Geometry LOD. It can be finnicky.
The wiki should be updated if this is the case. It says 50m radius rn
That is correct for geometry
But roadway is 36m radius
So for buildings keeping it well below the 72m diameter means you’re much less likely to run into issues
Because it’s a circle and buildings are usually squared off
does anyone know how to convert vehicles with textures from blender to arma 3?
yes many do. but that requires some basic 3d knowledge
and models from other games can not be used
What does it take to take a turret off one vehicle and put it on another? Not sure how its done with Arma 3
not possible
why
because the models cant be edited
why not
how do you make variants of vehicles then
you dont
uh, why?
unless you make the models yourself
models are in format that cant be edited, they are not allowed to be edited by the licensing/EULA of the game, you dont have rights to them.
does that explain it?
are the turrets of vehicles part of the model or can they be taken off with configs or scripts
they are part of the vehicles yes
not separate
and no they can not be separated
the game is not designed in that way
So all I need to do is make a turret in blender? Right?
and I can put in the game
well then you have a turret sure
but you dont have empty tanks to put it on
and the kind of attachTo thing is not always reliable
well thats okay, I can make it an emplacement
I want to make a big caliber turret meant for blowing up infantry and vehicles
well sure you can make a model in blender for that
You're sure there isn't a way to get rid of the turret without editing the model? A guy on the workshop did it and he didn't have to edit the models at all
he saved it as compositions, but the mod is outdated so it doesn't work currently
some models might have turret set up to be hideable with animations. but thats about it
there is no guarantee a model has that
he somehow did it, but i don't know how
yeah its animations
this lockTurret [[0], true];
this lockTurret [[0,0], true];
this removeWeaponTurret ["autocannon_35mm",[0]];
this removeMagazineTurret ["680Rnd_35mm_AA_shells_Tracer_Green",[0]];
this removeMagazineTurret ["ACE_120Rnd_35mm_ABM_shells_Tracer_Green",[0]];
this removeWeaponTurret ["missiles_titan_AA",[0]];
this removeMagazineTurret ["4Rnd_Titan_long_missiles_O",[0]];
this removeMagazineTurret ["4Rnd_Titan_long_missiles_O",[0]];```
it works actually
Not all vehicles have them as animations
i know i made my own model and my own textures i just dont know how to convert everything
you can check out the arma3 sampels on steam for reference. And look up older Blender to Arma tutorials for the principles of what to do
even if the UI in the tutorial looks different then methods are still the same, just have to find where things are
this though
you can export models you make in sprocket into blender, then into arma
using ripped models is not allowed
we have 0 tolerance for that crap
how is it ripped
look it up
I don't understand how it can be called ripped when you made the model yourself
you didnt
you use parts in the game
you adjust them
but they are not your full creation
and the modeld cant be "exported" without ripping tools
looking at the internet. it cant.
Even if it could, just because something is easily extracted doesn't mean it's okay to steal it
Is there an animation source for what index of OpticsModes the person is using?
🤔 hmm
good question
how can you steal what you made
If I understand correctly what sprocket is, it’s because it contains assets that are proprietary. Like let’s say one of the tank muzzles.
You haven’t specifically modelled that part by hand or got it from somewhere with an open use licence, so you “making” it isn’t the same as owning the rights to the model generated in that engine
It’s kind of like a more complicated spore creature creator. You’ve used their program to create the design, but dependent on their licence, that design and the mesh it outputs would still be the property of the developer/publisher
If there is, it's undocumented on the wiki like the source for whether your aiming down sights or not
On that Eula, as I read it basically says that you cannot extract the assets from the game and distribute them
But not an ip lawyer so not fully in the know
think you lied
Come off it hahaha, lying is abit far fetched
My interpretation is that things you created yourself would be mod assets and such
You didn’t create the tank tracks that are procedurally put on to the vehicle so I would count it as stuff the game creator made
It’s a very ambiguous Eula in all honesty, like I said I’m not an expert so was just giving advise. Make your own stuff in a program that clearly gives you the rights to use it wherever you like to avoid any potential issues with BI
is there any downside of using oxygen 2 instead of object builder?
- you may not distribute anything the author has made, unless they have permission.
- You can distribute anything that was generated using the game engine. i.e you make something using the game engine, then you can distribute what you made.
in an arma context, for a similar example:
You cannot distribute A3 assets, but you can distribute a scenario/map/etc that uses those assets providing you dont include the actual assets in that distribution (i.e you put the a3 files into the map pbo, this would break the permissions given).
In the context of sprocket. You can share tanks you have made (export blueprint etc), but you cannot share the parts/assets that make up the tank.
breaking the heated discussion, anyone worked with making certain parts of a vest IR material, so it would light up in night vision and could point me towards how to do that?
it's like comparing a bicycle to a car
Naturally O2 doesn't support everything that OB can do
It'd be better if it actually ran on your computer
Double checking, is there a sample for NVGs in A3Samples?
no but there is the nvgSlot model that is the NVG base you can use to fit your nvg on
Righty, what's the best way to go about learning how to setup and make NVG models work?
@fast topaz <<<is there any downside of using oxygen 2 instead of object builder?
well technically there really are the sae but ob has support for the physx lods
however if you know the actuall name(you can get the values by looking at the model in eliteness) of the lod you can add it in o2 and it will work
but its better to just use ob if you want to use that program
as far as section count goes what does the section count say in the bottom left corner of OB?
it's like comparing a bicycle to a car
Naturally O2 doesn't support everything that OB can do
Both false, it is like compaing a 2008 Honda to a 2013 Honda that is all
the only reall additions to OB are FBX import and PhysX lod, which can both work in O2, you just need to put the fbx.dll in the right place, and use the correct full name for the PhysX LOD, but you shouyld definatley trade in that O2 for OB just for the fact that O2 is a legacy tool with not suppor
I'm currently in the process of fixing a lot of our props that are rotated incorrectly (e.g. visually the model is facing X but something like getDir returns Y). Should I fix the ones that are rotated 180 off by rotating the model in the p3d or should I use the reversed property in config?
I assume p3d for createSimpleObject with the path. I only noticed it since we have a vehicle and prop version of an asset and were rotated differently despite using the same p3d
Okay so looking into this more, it seems like all units(uniforms)/vehicles/etc are rotated 180 degrees but have reversed = 1 in their config to rotate them the right way, but props / everything else (from what I've seen) aren't rotated and have reversed = 0
in model space general rules i that things face towards -Z axis in P3d
(Y up)
but weapons face "left" towards -X
Is that generally or just for units/vehicles?
Because that results in objects visually facing south instead of north
all vehicles and characters and buildings are made facing "back" yes
weapons are facing "left" due to how the proxies are set up in the character
I guess all vanilla buildings are just rotated wrong then, spawned a couple to see and the fronts of them are facing south
I guess I'll keep them facing -Z in blender for consistency, but reverse them in config because I need getDir _x == 0 to be the object visually facing north
@quick terrace Update on the base of that tactical AK, it started life as an AK104
That is likely why the reverse parameter exists
there is also named property for it
for non config terrain objects
None of the houses use it so not sure ¯_(ツ)_/¯
The fronts of them are all facing south, despite the object's getDir being 0
What cause a car, the right side to be lower then the left side, like what controls or settings?
does anyone have a uniform model rig I can attatch my uniform on
Sample man in arma 3 samples
My assumption is you're importing one.
In that case, check mass distribution, wheel bounds, and the wheels class (specifically the spring strengths)
thats what I initially thought but I couldnt find any armature in the character example? assuming its the p3d file
there is no ready armature in the samples. but for weight testing and painting you can use the Macsers Armarig on ModDB
I see I will try that
someone got knife model?
The channel is more about model making that model having. Is there some reason you are looking for one?
IM going insane im not sure what im doing wrong, at first it was a mistake in blender "Spine3" in vortex groups then tried "spine3" didnt work either so i gone to "spine2"
i can sen the either config.cpp and model.cfg if needed
youll need a model.cfg with the human skeleton defined in it and cfgModels class that connects to the p3d by name
compare with how arma3 samples set up the characters model.cfg
wanna use it on my vest
?
Is there a specific "trick" to getting UGL sights to be accurate? I'm doing a sight similar to the mx one that's just a red dot on a swivel.
Testing and tweaking I'm afraid
yeah set up file patching and shoot a lot of grenades 😬
...It seems like I could do math for a parabolic trajectory for it?
It's just that the OP_look point doesn't seem to animate
yeah
If I can figure out how to predictably make you look a particular direction, I could just math it out
i'd hope it's possible but I never could figure it out
There's no way the BI way to do it was guessing and trial-and-error, so there has to be a method
i'm more impressed when people do it for the rifles iron sights
rifles don't actually need to be accurate iirc
although tbh it seems a lot of the time people cheat and only check it for a few ranges
bullet sim does it automatically iirc
nah it disables the engine zeroing if you have multiple eye positions
would be amazing if it didnt do that
...i could just use only the angles the sample used but uh
if you're using standard 203 40mm or at least the same airfriction/initspeeds etc you might aswell
the samples zero for some weird numbers
Those work right only if your launcher and sight offset are same
yank the sight off and make people guess let's gooooo
inb4 grenade with different air resistance messes that up more
Testing range with good targets at right ranges is relatively fast to work with. I prefer to do 1 range at a time
yeah if its only a handful of ranges it doesnt take very long
it's when you have to modify model geometry and the sight goes from 100m - 2000m that you just want to pull your own head off
Do you have any tips for making the new eye points look directly at the red dot sight? Only my intial one can actually see the collimator
(I'm taking the initial one and rotating it with 3d cursor at the OP swivel point, which might be wrong)
Does the sight turn as well?
Yeah, sight has a swivel point
Initially I was doing 10 degree steps
my suspicion is that i'm just not rotating the eye points around the right axis?
i wonder if you can use ingame ballistics computer to calculate angles for you. I remember adding 40mm to the tank and it shooting at like 40 degrees up when ranged to 1km+ (all numbers are likely wrong)
lmao
ive only done AT launchers recently but they work the same way
lemme double check the samples its been awhile since I looked at them
ok yeah sample did it the same
the thing you keep in mind is the eye_look is always static, the eye memorypoints I only ever adjusted vertically
rather than like, create an arc
honestly the only reason i'm doing an arc is so i can easily tell what the angle is
last time I did it for the M9 bazooka I ended up having this horrible thing while i was making note of the positions/angles for the sight
oh no.
im pretty sure I did that the hard way though
i mean, "check with 1 degree step, mark correct ones, delete others" sounds like a decent way to do things in one pass
yeah I just need to reliably make all the 1 degree steps actually look at the collimator
you need the eye mempoint to coincide with where the collimator's dot is on the lens, i suppose?
...thing is, the dot rotates as the collimator does
ah, my bad
ah is it a proper collimator?
same idea as the sample ugl / mx ugl
like using the shader/rvmat
yeah
because I think there's a reason the one on the MX is just a red painted dot
wait it IS?
I think so, it was last I looked
oh my god i'm looking right now
which tbh was awhile ago
please don't make me re-download samples yet again out of sheer curiosity 🤣
ARE YA TAKIN A BLOODY PISS, I CHANGE THE Vortex group name to "head" in blender AND IT WORKS kinda
"spine3" "Spine3" and "spine2" just didnt work so i thought "Wait i made a hat that did work how about i use that vortex group "head" surely that wouldnt work but i dont know what else to do"
i think it uses the old tube method because i shouldn't be able to see that dot with the regular collimator rvmat in thermals
IIRC the collimator shader doesnt work with different eye memorypoints
I had similar issue with the M9A1 which i tried using it on and yeah
What method did you end up using? Dot on the thing or the cone method?
or uh
tube method i mean
dot, well, crosshair
i think I did consider the tube but i can't remember why it wasnt used in the end
may have caused other issues, or didn't work, or 'cbf'
i think if i delete the red dot and make people guess, it would be funny.
the concept calls to me like the green goblin mask.
Yeah the collimator might not work turned.
Head is not rightgroup to weight backpack with. Something wrong in your workflow if the correct selections don't work.
did you make an update, can i see pic? 😛 @last spindle
i have been working in lowpoly clean up, but it seems the guy that made the highpoly fked up, the rear rail was made 10mm to high and blocks the rear leaf sight, so back to him to fix, i hate zbrush.......
if it was a more traditional hp method, OSD, TS then i could fix it easy enough, but Zbrush mesh is one awefull mess
Hi,
i've wanted to import some models into arma 3 from blender and well i am kinda lost
i understood that i need lods for the model and some more stuff
and i am kinda lost with everything
what do i do first
how do i start
where do i even understand what do i need to
i've got everything in terms of it
models are ready
but i have no clue how to import them and well the explenations really kinda keep me in the fog
is there anyone could maybe clear up some stuff for me?
TLDR : too new for blender to understand whats going on and asking for assistance to understand how is it even working
Youll want to use Arma Toolbox addon to export directly into p3d (there 2 different plugins, choose 1) you can look up tutorials from ElTyranos, MrClock, Sokolonko, Battlestad to see the basic workflow (though some tutorials are made with older blender so UI looks different, the workflow is still the same just got to find the right buttons)
thats already some kind of light but i just hope its not a guy yapping on how he's doing his own model and actually explaining whats going on
as far as I remember those are more about the technical steps
and you cant really say your model is all ready if you dont know the implementation process 😅
Id wager youll need to still adjust a lot of stuff to fit Arma
oh, well i did not create it since its high quality i just liked it and wanted to import it into arma
but i thought it would be a bit easier to import but i guessed wrong and thats aight i need to start learning something new
yeah ready models are not really shortcuts
there is usually tons to process to work in X engine
in this case Arma
totaly understandable, knew it wouldnt be easy and prepped myself for it but still went on for it
now it might be funny
but chatgpt said i must do theese ones
clean mesh
proper scale and orientation
fit to an Arma body
rig/weight it to the Arma skeleton
export/import into Arma format
make needed LODs
create config.cpp
pack and test in game
thats understandable but at the same time chatgpt also recommended me to come here lol
anyways i did fit the plate carrier into the arma body via arma tools, but its not enough since i need to do weight/rig into the skeleton
LODS i did but not geometry which i have 0 clue on how to but learning from a second to a second
for character you can copy most of the technical parts from the sample man in the arma 3 samples from steam
thought charatchers are way more harder than plate carriers
the wiki also contains info on some basic concepts like lods
and the pinned messages in the various modding channels have some specific tips as well
that would be a good thing, lods a kinda simple but wierd for me
do i really need to go one by one on each part of the model to decimate it?
or i dont need to decimate each item one by one inside of the model
this is one of those things that cant be shortcutted
each resolution lod should be about half complex from the previous one
they are used to draw the model at farther distance
true, i was able to make 5/7 lods be exported. i guess it wont work probably but ill try
atleast its something
First correct response from an LLM ever “go ask some real people”
Hahah
I mean look, i kinda got it working
its not something id share proudly but its something lmao
its good start
the problem with chatgpt and the like is that its totally random if the info they put together is actually correct
Yeah ChatGPT was never reliable source
A good ChatGPT user uses it only to give out small opinions
Never give out the whole wheel for it to steer
In that case I let it to steer but it steered me the right way because I was lost by a lot
Now what I have to do is to figure out how to connect the plate carrier to the player and not make it float which means probably messing with the Arma 3 skeleton
The only good thing though the lod works really well
same requirements as with the helmet explanation in the pinned messagges
The helmet one is a good one for it but the thing is
I can’t understand it because of the differences of the versions
As much as it’s sounds funny
I just can’t understand what he wants me to do
I’ll have to watch it
I’ll probably do it in the morning
But I hopefully hit the right nail with the Arma3skeleton
Honestly it would be easier to start learning the workflow with something simpler
like just a box
how does a weapons model position in blender translate to ingame?
seems I have to offset the weapon in blender down and left to actually fit in a hand properly ingame
(moved from config thought i was in the right channel, i was not)
what a random channel to do that in. The instructions did point you to #offtopic_bot_cmds t
weapon proxy where the weapon model is glued to when equipped is always on the shoulder
you then need to adjust the position in the p3d to fit nicely
then make the weapon holding animations to fit the p3d
pistol being exception and being always glued to the right hand
and that causes the model needing offset to fit in hand
pistol is what im doing XD so essentially I have to offset the model if it's a pistol
yes unfortunately
ooft
ok
tyvm
this should be pretty well aligned sideways offset
The offset ive got
Issue im on now is getting the barrel to rotate on the proper axis
for animating things you want to use "rotation" or "translation" type along with memorypoint pair defined axis not rotationX etc
the model.cfg basics are explained in the wiki
thats what im doing
just the memorypoints being weird
make sure you dont try to have multiple animated selections on same part = dont work
if chained animations only the last selection of the chain is used
bone - bone2 -bone3
bone3 is in model
only have one animated section being the cylinder
it just doesn't want to spin on the axis, just keeps moving the selection up
what do your memorypoints look like?
and what does the model.cfg animation class look like?
marked with red cause you can't rly see them, but they are on the same Y axis
class Animations
{
class Cylinder
{
type = "rotation";
source = "revolving";
selection = "cylinder";
axis = "cylinder_axis";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = -0.785398;
};
};
you want to make sure the memorypoints are dead center of the cylinder
then you want to use ammo as source so it moves according to ammo left
axis being offset could be why it looks like it raises
and also you want sourceAddress be "clamp"
{
type = "rotation";
source = "reload";
selection = "cylinder";
axis = "cylinder_axis";
minValue = 0.5;
maxValue = 1;
angle0 = 0;
angle1 = "rad (360/7)";
};```
or possibly reload could be useful source too
sample from SOGPF m1895 refolver
so both memorypoints in the exact same position on both x y & z axis inside the cylinder?
Working on making a path lod and action points so AI will open our door. The path lod is working, the AI I spawned followed it exactly, but it did not open the door
I have the actionBegin1 and actionEnd1 selections here and have the:
actionBegin1 = "OpenDoor_1";
actionEnd1 = "OpenDoor_1";
In the config (and yes that's what the action is called, and I can open/close the door just fine)
(Screenshots only have the roadway and paths lod enabled)
This is what the actions looks like, just in case that affects anything. condition/statement are just the normal door code but put into their own functions
class OpenDoor_1 {
displayName = "$STR_DN_OUT_O_DOOR";
displayNameDefault = "<img image='A3Ui_fdataIGUICfgActionsopen_door_ca.paa' size='2.5' />";
textToolTip = "$STR_DN_OUT_O_DOOR";
position = "door_1_trigger";
radius = 4;
aiMaxRange = 5.25;
priority = 100;
onlyForPlayer = 0;
condition = "[this, 1, true] call ls_common_fnc_doorCondition";
statement = "[this, 1, 1] call ls_common_fnc_doorStatement";
};
class CloseDoor_1: OpenDoor_1 {
displayName = "$STR_DN_OUT_C_DOOR";
textToolTip = "$STR_DN_OUT_C_DOOR";
condition = "[this, 1, false] call ls_common_fnc_doorCondition";
statement = "[this, 1, 0] call ls_common_fnc_doorStatement";
};
Figured I'd forward this here in case I'm just missing something. Will ai always be able to walk through locked doors if there's a path lod going through it?
I tested this on a vanilla house and AI just walked through the door even though it's locked.
I'd really hate to have to pick between AI opening doors at all and being able to walk through or having AI be able to walk through locked doors
Considering how oddly bespoke you have to get with things like actionBegin1 and actionEnd1 for each door of each building and what anim its tied to, I imagine whatever interaction between AI and doors is happening in some awfully tangled part of the engine
Gotta be my top 3 gripes of all time with Arma
hi. i'm having little problem. my model textures are working BUT if i put me shadows to disable the textures turn in to black
i think the is problem in my rvmat file
Using super-shader?
yes
Procedural texture used for AS? (class Stage4)
When I try and rotate the UV in Object Builders UV editor, it applies it until I close the transform tool in the UV Editor. Any one else have this problem or know how to fix it? It's just a single geometry plane that I created in Object builder.
class Stage4
{
texture = "#(argb,8,8,3)color(0,0,0,0)";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
Try this:
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,AS)";
Never mind. I realized that hitting OK after hitting Apply was the cause. Seems you should hit Apply and just hit the X.
Guys, how can I make these yellow things visible? (So that the hidden selections are shown)
thats your mesh
and you need to toggle the right lod to see/edit it
in this case the 0.00
is this AI model?
its a bit messy looking
No, this is my old model. A guy explained to me how to do it. When he was making the memory, he had the hidden LOD display turned on. I need this to correctly place the dots for the wheels, propeller, etc. Here's another example from a YouTube video.
yes and now you have memory lod selected so you see the mesh as the background guide
now you need to toggle the resolution 0.000 lod so you can see the actual mesh
but its not working, i not vision the yellow grid on memory
well do you have any model in the 0,00 lod?
no
then there logically cant be any model shown at the background if there is no model in there
I would really recommend doing all the lods in your original program anyway
usually much easier
okay
thx
Do snap points, specifically on a bridge, need to be annotated in a model.cfg ?
no
What are snap points?
Ampersands snapping mod makes use of them or you can make your own script to snap things together based off of points in the memory load
Oh okay I knew about that, thinking it might have been some vanilla thing I hadn't heard of
I think they work in terrain builder?
Ah forgot about tb
Maybe not 😅 I've never opened it #arma3_terrain message
TB snapping points get removed by binarization
In which tool are they supposed to work?
Terrain Builder lol
Anyone ever tried adding an open turret to the Hunter? Basically the Gyra turret on the hunter?
the models are not editable
so cant
fair enough
Never did get this figured out, is there anything model.cfg related for path lods?
The pathfinding worked fine so I assume not, but I've got no clue
Genuinely the action points may be too close to the door
Pull them away from it abit
Oh also from my experience, the action begin and end selections need to be on two vertices that are in line with each other
Sorry to clarify you need to verts with actionBegin1 and two with actionEnd1 assigned
Is there door geometry blocking the path?
In the same model
That would do it, I only had one point for each
I mean yeah, but it's a door. Wouldn't it always be blocking it since the point is to have an AI walk through it?
Still nope, added an extra vert to each selection and they still just walk through the door without opening
Oh nevermind they just opened it, but only from one side
so a door geometry when locked or action blocked should prevent AI from walking through. One thing you could try is making the action position distance bit longer and also try thicker door geometry component
on path the models own geometry does block AI but separate objects it typically ignores
They are respecting it being locked from both sides (which I'm very pleased about), and I can hear the sound from my locked animation playing so I know that's working
Just not sure why only one side would be working
Okay I forgot I'm playing arma, I had that message typed up for a little bit, tried again and now its being opened from both sides
That's good that AI can actually be stopped, so I'm not sure why they still walked through one of the vanilla houses that I used to test it
You assigned both points in the config?
Yeah
I restarted the mission and tested again, now they're phasing through on both sides
Move these a bit step by step and go test after each step they are to close
I know it works i did single door objects aswell. BUT they ignore single doors in a building with a already AI path added in it
What i did not test is if you cancel the AI path in a building and add the single doors which makes a "bridge" to the AI path and continue the building path after
Just to double check
https://github.com/TheCodeNugget/A3-Modeling-Repository/blob/main/rnc_apartments/Variant1/Cube9/config.cpp#L169-L216
Model and Config Files for RV3 Engine. Contribute to TheCodeNugget/A3-Modeling-Repository development by creating an account on GitHub.
Because my cave systems and tunnel systems work nice with AI pathes for the AI and these are all single objects placed together but like ive mentioned if you place a extern single door into a building with a already existing AI path it will walk trough and ignore
Yeah I have the actionBegin/Ends, they also do work sometimes so I don't think it's that
#arma3_model message
It may just need more distance like Sentry was saying
I'm not really sure what you mean by this
So I spaced them out a lot (in several steps) and now AI aren't opening the doors at all, when before they at least would eventually
As example you have made or you are using a already existing building with already made/completed AI pathes go into rooms etc and you place a extern single door with also own AI pathes, AI will ignore this door cause its already using the AI pathes of the building
Oh okay yeah that makes sense
Did you make the AI path a bit higher than roadway?
Yeah, highlighted bit is roadway
AI path needs also to be higher than roadway
It is
If your problem is not solved in like +- 3 hours i can help with my door i did / can also send my source if you are still on or ill send it to you via PM
At work atm
is there also geometry component under the roadway?
Sharp yes and only up side is faced bottom not
Also do you have in your cfgVehicles hasDoors = 1; ? Or cant remind the entry exactly if its called hasDoors bit something similar
Or was it animatedDoors = 1; 🙄
Number amount of doors
numberOfDoors = 1, and yeah
It's also needed for the eden property and Zen's door module
Plus my own breaching charge uses it as well
Yeah exactly so you can live edit its pretty cool for zeusening ppl 
Im on my last task already ill contact you when im back home so i can help out better, if you wont respond and your problem is still not fixed until then ill send you my door as source so you can check out 
I'll be around yeah
Might write some docs for stuff in the mean time
http://i.imgur.com/dw4W7SB.png Spitfire Porn
http://i.imgur.com/nCDbRBt.jpg District 9 body armor texturing largely done.
(But weight painting for animations is a horrible experience, and I forgot to check whether this thing would fit with most uniforms, so it will probably never make it to A3)
How can I setup hitpoints for a large selection for a light?
added some more points, dont think the first image would cut it
does anyone know what causes this effect on barrel?
and what causes this model or textures?
larger picture could help
can you describe the issue, not sure what we are looking at
from normal view on the barrel appears this strange orange effect but when view gets close it disappears and I don't know if it's models fault or textures to start fixing it
Cant think of any other reason except for mipmapping
But I had/have a similar issue with vehicles and I could never really solve it
could be mipmapping yeah
make sure your textures have color bleed around the uv islands
Yea that's how you would do it. I don't think you need quite that many hit points for it. Not that it makes a big difference. Just more work for you to do. In the fire lod I would just made a rectangle that takes the space of the three fluorescent lights and give it a glass rvmat. Then in the hitpoint lod you do exactly as you have done. Don't forget the mem lod if you want glass shattering effects. You would add one mem point for the origin of the effect
what mem point do I need?
I have light_dir and light_pos already: https://gyazo.com/180edce75f4a4aa1f200b27930434555
k done
my fire geo lod doesnt need mass does it?
geo lod is now a simple box
rebuilt fire geo lod: https://gyazo.com/49ad87548aa022a7343368bf6cfb1198
@flat moss For weight painting I have made a sucessful quick base skinning by transferring the weighting from the Arma3 example character .fbx. You might want to try that for a good working basis. I found that after using that I only require little manual tweaking to make it work.
Check out this file: Arma 3 Samples\Addons\Test_Character_01\A3_character_example.FBX
Someone knows what the solution is for aircraft bumping when spawned?
bumping once or permanently?
its not allowed to do
we have 0 tolerance for ripping
author needs to give out original files if you want to change something
Bruhhhh that’s alr then I js need this guy to reply but that’s my own problem
I'm starting work on a non-human character model in a couple of weeks
If I keep all the same bones, with distance adjusted slightly, will the vanilla ArmaMan animation set work with the modified skeleton?
Additionally, are head models restricted to human-shaped?
it will, but depending on how much you change the proportions it might not look as good
the bones will be "moved" into their arma man positions, so your offets won't matter anyway - your best bet is to just get all the vanilla animations and re-export them with adjusted offsets
and yes you can make new head models if you want, but making the facial animation work is another story
Well, at least I know it's possible now.
Have to see just how much work it'll be though
If you automate the process, not long 😄
At least youre not making them all from scratch, now that is a lot of work
JulesOf, could you give a basic run down of how toy transfer the weights? And in what program please if you don't mind?
Fat fingers how you transfer the weights not toy!! Lol
Really any modern 3d model software can do it. Just google for your preferred software + the keywords "weight transfer". 3DSmax, Maya and even Blender can do it.
Is there a pre-made tool for this someplace?
@stuck oyster had a script i think
@halcyon wren Damn you and your useful tips, I was perfectly happy abandoning it and moving on to one of the other running projects. Works very well, even though I'll have to tweak quite a bit to prevent the supposedly 'hard' plates from becoming too distorted.
i tried to import the fbx but I'm getting an error in blender that says that fbx version 6100 is unsupported and it has to be 7100+
how to fix?
Thanks Jules
@fast topaz I had the same thing. You can use Autodesk FBX Converter to convert the file, but I ended up using the reference from this rig: http://www.armaholic.com/page.php?id=24137
thanks, I'll probably use the ArmaRig as well....I have some Republic Commando models I want to get in game for personal use....is this legal by the way?
Yep, use the autodesk converter to make the file to binary "modern" fbx, then it works splendidly in blender.
what is the limit for Vehicles in Arma 3 (Polycount)
~30 to 35k before you need to start to think about using proxies.
It varies depending on the amount of sharp edges/faces
You can push it, but at a certain point the game will CTD when the model is loaded. Then you know you have reached the limit. 😃
i just start modeling, i do my first steps in Blender now 😃
Then my advice is to start small. Build a container first, then an ammo crate. Slowly more complex hard-surface'd objects. It'll take some time to get anywhere. So don't start with a character model right away.
And complete the whole process for each before moving on to the next.
i will try to made the TpZ Fuchs of the German Armed Forces. It has a simple shape from external without the "little" things. Or did you think this is too much to start?
Is this your first model?
It would be my first complete Model i will Build in Blender. I was build some Street Signs back in 2011 in 3DS but i don't have the Money to get 3ds and i am not familiar with Blender for know.
Then hands-down start with smaller things first just to understand the process first before you move on to your main project.
also, you'll end up building your main project three times, because the first two attempts are just not good enough for yourself. At least that always happens to me. :)
As for the Fuchs... if you find solid and enough reference material or you have 1st hand experience with the vehicle, then it'll be a fairly easy project.
i have a good and sharp Blueprint of the Fuchs
But i will follow your advice and start with a smaller thing.
Just follow it through, thats really the main point. Start something small and get it ingame. then repeat and refine your process so that your main project benefits from all the lessons learned.
Also, 3DSmax is legacy that Autodesk tried to (rightfully) kill, but couldn't. If you had to star with something now that is Autodesk, go with maya. Also I hear magical things about Modo.
Any modo-magicians out here?
Yes but when i look at the price of Maya / 3DS and Modo. That a lot for Privat and Hobby use.
Oh absolutely.
So i think for the "I can't spent money for 3d Programs" Blender should be the best choice.
This was blender'd:
http://imgur.com/a/Cu0Lk
if you want a small start but still work on the fuchz, try modeling a wheel and getting that in game first
then re use it for the larger model
@halcyon wren that pic is nice
Also this was blender'd:
http://imgur.com/a/h2jBn
Just a general modelling thing, but I'm trying to make a cog-like shape, but I want the teeth to be wider and I'm not sure how to go about that
Currently each tooth is just an extruded face from the cylinder, but I want to make them probably about 50% wider than they are now. I think I could probably do it by just making a new cylinder that has like 1/3 more face count and then extruding two faces, but that seems like a weird way to go about it
Or well, I guess I could just scale the teeth up to the desired width and then move the verts back up/down
The extruding added duplicate verts so that works out
There are addons that make nice real working cog teeth if youd like such
I certainly would lol
It's not for an actual cog if its for like animating it, that's just what I had looked up tutorials of since it was a similar shape
try this. it comes with blender natively I recall. its just not toggled
@halcyon wren - adsk never tried to kill max...
@eager folio - for all autodesk products, unless you are into commercial work, you can get an educational license without any problems
@quick terrace i was read this, but to get a education license i need to be in a school to get a valid license.
if you read that, you'll see it means learning. self-learning is still learning
it used to be linked to an university email account (or so it was back in the day when i was in uni 5 years ago)
nowadays, as long as you don't use it for commercial purpose (modding for A3 isn't) then you have nothing to worry about
you just need an email account to create your autodesk login credentials
Ok when i Register it asks me direct on Get Education Benefits, they want to know my County and Role. As Roles i can choose between: Student, Educator, IT-Administrator and Mentor. On the First three they want to know the University on the Last there is an Information: MENTOR: An individual how provides guidance, advice, coaching or instructions to competitors in a Autodesk sponsord design competition
After i chose Student it will know my Educational Institution, Area of Study and Enroll / Graduate Date
hmm, i dunno, my account there is since 2008 or so, i haven't had the need for a new one
one way to tackle your original approach would be would be something like: create cylinder - select vertical edges - checker deselect half of them - rotate selected around cylinder axis - select bigger (or smaller) faces by area - extrude along normal 🤷♂️
i know that at some point they changed it from student to edu license
seems they went back to their old way, in which case, go blender
Started to do some stuff for TFAR again. Here's a WIP of the SEM 52 SL, standard issue German radio for group leaders. https://i.imgur.com/M0AUXSX.png
also done with Blender 😉
Has anyone else run into issues with shadows and hiddenSelections? I have a backpack that has multiple variants on one p3d. All these backpacks' shadows appear normally when just one unit is wearing it, but when a second unit puts on any of the backpacks that share the same p3d, all of the shadows that are toggled off via hiddenSelection are suddenly visible on any current instance of the backpack. The first pic is how the backpack appears normally. The second pic is after copy and pasting the first unit. The third pic shows a different variant than the first two (all 3 sharing the same p3d) - you can see how the big pouch on top of the right backpack is casting a shadow on the top flaps of the left two even when it's not visibly there.
Correct, from what I've heard you can't have selections on the shadow lod as some other things break, meaning the whole thing always shows. Though I haven't tested it myself
I figured as much but nice to have confirmation, ty
that is it
you are not supposed to hide things with hiddenselection
if you want variants
make the different p3d
or simpler shadow lod that covers the shared parts
but making mesh transparent does not hide it from draw
it makes it transparent
thus eating up more resources to calculate overlapping transparencies
Understood, thank you
You can easily lie too Autodesk......pretty much mist freelance modellers on places like Elance do, otherwise your price is too high and you cannot compete
If only that specular colors would work in arma. This way you're stuck with either two materials or a hacky workaround with the environment map.
to my understanding, using autodesk stuff for modding is not covered by the edu license. So if you start new i would recommend blender simply due to the fact you can do whatever you want with your model and nobody will ever step on your toe
We don't allow star wars mods here.
already found it somewhere else
RHS helicopters have ROADWAY lod where the surface type returned by lineIntersectsSurfaces is "". If i have my ROADWAY lod faces with no texture, they get in game and return "#Default". How do I get them to be the same empty surface as RHS?
Hi, whats the best ammount of tris for a gun to be implemented in arma? Is 11k fine?
More specifically, this gun I've modelled.
thats fine, iirc that about the complexity of vanilla guns as well
thanks, its my first time acctually implementing something i've made in blender in arma 3 so I have absoluteley 0 idea whats the exact tris ammount that should be fine
i did find this article but its outdated https://www.reddit.com/r/arma/comments/2uxgjh/new_modder_in_the_learning_phase_how_many/
this is a good page to read as well
https://community.bistudio.com/wiki/LOD
thanks!
i'm also afraid of uploading it to workshop since there are rippers out there that will port it to their sh1tty roblox game
https://community.bistudio.com/wiki/Binarize makes it harder but not impossible
can't really 100% prevent it,
no point, they found the debrin for CDLCs even, so I will probably just keep it for myself
@muted lintel thank you anyways good sir, if I encounter any issues / have anymore questions I'll fowoard them to this channel
You can actually conpare with in-game models' topology/wireframe if you can't sure it is high or low poly
So a curiousity hit me, i know clipping would be unavoidable because there is no collision physics with arma cloth, but is it actually possible to have clothsim on a piece of gear?
I looked a little and it seems to be partly tied to lod properties and some config stuff but i never really dug deep
Apparently that happens if I use diag_resetShapes. Done through pboproject it's fine.
as far as I know, no 😅
but I could be wrong too
@stuck oyster Hey, are there good ways to use an image of a weapon from Arma 3 to scale a model properly so we do not rip from it?
Fuck, forgot to remove the ping 😓
Im pretty sure youre fine with "ripping" if youre only using the ripped asset as reference and not redistributing it, but id wait for what goat says
Personally i dont see it being a problem as reference material is never included in the final product
My friend asked that, and got banned for it so I’m playing it safe
You sure he only got banned for asking?
She asked the question, got mobbed about how scummy it was, then got banned for being unapologetic.
Goat will (probably) know the person I’m talking about
🤷
She was trying to re-texture a shirt, for context
Well theres a difference between taking an existing model and reuploading it, different textures or not, vs taking an existing model as a temporary reference (for scale for example) in a program to create an original asset
She was going to use it as a reference, but I guess the lines got blurred
Yeah you need to be very clear with that type of stuff
Yep
Again idk about bohemia's guidelines here, but i highly doubt pure reference usage is an issue as long as it doesnt end up being redistributed
I’ll have to check
I registered For Maya last month and didnt have to give such details just a university name, and that was it it.
we have 0 tolerance for that kind of business
ripping is not condoned in any situation
Understood
What are you modeling that you would need the gun for?
Attachments, hence why I would need a picture for proper scaling and proportions
Or at least a starting point for said scale
well the weapons are done in relatively real scale and the game environment is in metric units.
so creating attachments in real dimensions should work out
Wait, do we have measurements for the guns?
I see
so if you make say silencer you dont need the gun for anything
it plops into place
typically the attachment poinf for those are the 0,0,0 of the suppressor model
for sights you can use the sample sight from Arma3 as reference
I was more concerned for other types of attachments, such as bipods or the XM2 Personnel Detector I'm reworking (Yes, that model is mine)
and tweak from there
as it happens the samples also have a bipod model
where would this XM2 attach to?
The bayonet (pointer/rail) slot
there is no bayonets in vanilla game
For SOG
thoseo are the muzzle slots as far as I can recall
but I can check
tomorrow or next week when I got a moment
the main thing is that you dont really need the original models for this kind of things
not even for what your friend wanted to do
well for how she wanted to do it yes, but that is not an available workflow.
and the actual workflow that can be done for retexturing, does not involve the 3d models at all
@woeful viper - it is if you are eligible for a student/educator license , or if you existing student license is still valid. It seems they changed it back from educational license (like it was until they switched away from perpetual licensing this jan 2016 for all their commercial products)
AYO question for all my face makers and identity creators out there:
out of these bones what are dubbed the ABSOLUTE ESSENTIAL
im having trouble weight painting the face and in particular the mouth seems like it wants to commit chtuluesque rituals because its just horrifiyingly stretched out and just all kinds of wrong, so im well aware that the head has a lot of bones assigned to it.
but which of these bones if any could be deemed as "Superfluous" now bearing in mind here i dont care for it needing to look perfect 1:1 here or flawless mocap level of rigging im justing looking for these simple things:
Eye movement (Got this working ✅ )
Eyelids blink (Got this working ✅ )
Mouth movement (Not working ❎ )
Chin movement (Not working ❎ )
is there any guide on how to create a rifle having made my mesh already?
Yes, anyone can register for an educational license. Wether you're in a school or not. It's still for hobby and private purposes, so they won't bother you.
Do you guys use Rappa Tools ? I heard it's nice
How do I name a (memory) point in Object Builder? I've added the Memory LOD to my model, added a point, transformed it to (0,0,0), and now I want to give it a name accessible in config to let me use it as a memory point.
You make a named selection for it
Forbidden to pay for that. The tools are non commercial.
Gotcha. Like the tools themselves to put them in game are non commercial?
correct
so actual mod making can not be paid for
such mods would get banned.
i tried it once, find it too complicated, plus, i really don't need more buttons in my workflow (where most tools i use are keybinded)
i do use from time to time some of soulburne script set though
Hey guys, I'm new to 3d modeling clothing and newish to blender, used to only do low poly stuff or small 3d printing projects. I've made a basic silhouette for my uniform and I was wondering before I start adding details that might complicate things - are there any glaring details that'll cause issues down the line? (Other than the sample body poking out but that's an easy fix once I apply the modifiers and delete most of it haha)
I also realize it's already pretty high in tris so I will try to cut them down
you can grab the Arma3 Sample files as reference if you dont already have that
you will want to keep the joints with similar topology shape so they bend with the character animations
Yes sir, been using that as a base
Forgot about that, will fix!
Thanks pal
I am a bit lost on this, so if I just have uniform and gun (or launcher), hands do eldritch horror man stuff . but if I put anything else like headgear, backpack, vest then hands are fine. hands are also fine with pistol only
Res lod wise comparing to sample files they are all there. I see proxy in memory lod is that important?
Yes
Okay give me a second now head proxy inst showing 
path is wrong lol
Okay so combination of fixing memory lod, and cleaning out temp folder for pboProject results in everything being fine. next question is the bin log file is super big 150mb, I notice all of these warnings spamming
23:04:13: Warning: p:\pr_unsc_ce\ce_uniform\ce_uniform_srs.p3d:shadow(1000), vertex: 3941, sum of weights is 44, should be 100
idk where vertex 3941 is but what should the remaining I guess 56 weight be if not on watever the 44 weight is on?
Like lets say that vertex is left index finger, if its weighted 44% to leftindexfinger, what should the remaining 56 be?
Means you want a 100 weight instead
Mr clock's arma blender plugin has an option to normalize weights, saves you a headache
OMG ur so right
Yeah, I half created a ribbon for soulbourne scripts, just too many of them
Since we have the animating floats in buoyancy lod for EF heli, does animating geo lod change total mass or center of mass?
*RF
Yes IIRC
Will test it out. Maybe we finally can reflect pylon weapon mass changes indeed not yet
Hey guys, quick question — I’m looking for some different/less common mods for an Arma 3 PMC milsim setup.
I’m mainly after modular clothing, vests, and helmets with a PMC vibe, but trying to avoid the usual mods everyone uses.
Also, does anyone know of any mod that has modular outfits with Vans-style sneakers for operators?
If you’ve got any recommendations, I’d really appreciate it 👍
#arma3_questions may be more suitable place to ask about ready mods
speaking of edu license... my 2013 one just ran out^^
i was still on 2013 until I had to reinstall everything following switching to Win10. Was glad I did in the end - many tools in Maya are so much better than they were a few years ago, some great additions to Bonus tools too
win10... over my grave
I've only got it on my editing/gaming PC. Do all my pornmongering on my laptop 😄
yeah i also have maya 2016, love the new tools and UI improvements to the modelling toolset in general which is now on part with max if not above
I kinda dont understand why this is happening, ucan see the shadows of the ear there, it only happens AO setting in AA & PP is set to anything not disabled. I have sorted the face and moved the only CA texture to top (that white covering is CA) and LodNoShadow 1 on the res lod
Unwrapping in particular got much better after 2015 bonus tools. Before that, the kind of tools on offer just didn't do what you'd expect half the time. I'd use the ancient Roadkill plugin instead because even that was more user-friendly than the unfold tools in Maya
You’ll need to proxy the covering into the helmet
It’s because it’s such a large surface area of the model, the engine treats it as a transparent object
OOOOF, but then hiddenselections for it wont work tho?
Yeah they won’t, is it only the worn edges that are transparent
I guess nvg slot would work?
As in it’s either solid or fully transparent
If so you could make it a co and the transparency could work still
or perhaps the easiest option is tell ppl not use the AO setting in AA & PP
cause tbh idk wat difference those make
ah I can try lets see wat breaks
Transparency works on dxt 1 from memory but it works at 0 or 1 alpha, no in between
Guys does anyone know which mod it is for the 160th SOAR clothes and helmets and shit?
@stuck oyster I summon thee, if I wanted to make the hit radius bigger for a projectile, how would I do so?
I have a throwable brick, it has geo, but unless I hit someone with the center of it, it will phase through.
So I'm assuming it's a projectile size thing
(Also it's sim is shotShell because the grenade sim doesn't support projectile hit part handler even though other stuff registers being hit by grenades
(at least from what I've tested)
shots dont have physical form in that way I think. its just a point
and grenade is special kind of a thing that launches a physics interactive thing
Rodger, I'll see if I can't figure something out. Not entirely important at least 
make submunition script that turns the ammo into actual physX object 😅
Didn't think about that 
any idea what's causing this? Firing the gun will sometimes cause it to change directions or disappear completely. Model looks fine in Blender and OB. Animations in game are also completely incorrect and not at all like how they're configured in OB
Incorrecly assigned weights
fixed the first issue, but one part of my animations still don't work and the muzzleflash appears way off despite the proxy being alligned correctly
all the anims work fine except for everything related to the hammer. All the vertex groups and bones appear to be fine and they're all assigned the correct axis and movement types. All of them work fine in OB
Is this still a weighting issue?
muzzleflash only occasionally is incorrect so I guess it is still weighting
autocenter must be 0
yeah I disabled that as well and still have the issues
Also the zasleh should have the weight too
how do I actually set up the weights?
Same thing with you weight other parts
I haven't manually weighted anything
I know the blender plugin I'm using is supposed to automatically normalise everything
but something clearly isn't right
You can weight paint manually, or just assign the Vertex Group
how do I get it so the _down anim goes from 0 to 10 when the source is from 0.7 to 1? Messing with value/phase but no success
class wiper_l1 {
type = "rotation";
sourceAddress = "mirror";
source = "wiper";
selection = "wiper_l1";
axis = "wiper_l1_axis";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad (60)";
};
// Wiper arms follow glass
class wiper_l1_down: wiper_l1 {
axis = "wiper_1_axis";
angle1 = "rad (10)";
};
You should be able to do it like this:
class wiper_l1 {
type = "rotation";
sourceAddress = "mirror";
source = "wiper";
selection = "wiper_l1";
axis = "wiper_l1_axis";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad (60)";
};
// Wiper arms follow glass
class wiper_l1_down: wiper_l1 {
axis = "wiper_1_axis";
minValue = 0.7;
maxValue = 1;
angle1 = "rad (10)";
};
weighting seems to be fine but still getting the issue with the hammer animations bugging out in game
I think the mirror makes the values behave a lot differently. 0.7-1 gave this https://www.youtube.com/watch?v=f6AgkfT9ai0
Settled on this
// Wiper arms follow glass
class wiper_l1_down: wiper_l1 {
axis = "wiper_1_axis";
phaseBeg = 0.5;
phaseEnd = 1.5;
angle0 = "-rad (10)";
angle1 = "rad (10)";
};
Looks good!
Would the default approach be to have a static set and a moving set on source time, and switch between the 2 with hide?
I swear by UVLayout, is bit different too learn, but is pretty impressive in how it can speed your work up....make model, send to UV layout, unwrap, relax, pack, send back too max/maya, then only tweak in max/maya
With what?
Yes - moving windscreen wipers enabled by a user action - static version hidden, previously hidden moving wipers based on time animSource, shown.
Depending on what you do with folding windscreens or damage, might also want to have a dummy parent bone for both static and moving wipers, which can itself be animated or hidden when destroyed.
Optimize the model before trying to do anything else
and make sure its not from some other game.
Hello guys.
I start porting old A2 addon helicopter to Arma 3.
When I go in Object Builder and click check faces, got error “cannot generate st coordinates” on some faces.
Please, help me 🙂
I can’t find any solution in google 😭
Tex and rvmat is ok in game.
Or I should create new UV in Blender for model to fix it?
And second question, any guides for creating animations for cockpit instruments (like RHS Mi8 or vanilla ka60), alt, speed, etc and navigation map in view pilot LOD.
I made a Geo_body and geo_wheels in the lod' geometry part
You must optimize the resolution lods as well. From that picture I can tell it has an absurd tri count. You can’t just buy or procure a model and throw it into game. You also can’t take models from other games and port them. You’re better off investing time in learning how to actually model objects you want than draining time in trying to optimize a model that wasn’t meant to be put into the game.
Well, here everyone forbids it. But overall, I agree, I do want to put more effort into this and be able to make mods. I watched a tutorial (there are very few videos, to be honest, and most of them are in English) on how to make mods, and that's where I'm getting the idea.
I would recommend taking a step back from helicopter to first learn basics
also converting the A2 models has its own special things like the ST coordinates that will hinder learning
so to start learning, make a cube
and then add some moving parts to it
to learn how model.cfg works and how configs work
there is a lot to learn and using ready models does not allow skipping the basics
and basics are best and easiest to learn without all the extra processing of a ready model on the side
Why are my AI not shooting through the windows? I've got the windows totally unobstructed in view + geom, they only have components in fire-geom
They'll look at you and track you through them if they knowAbout you, but wont shoot unless you pop the window first.
Components numbered correctly between the 3 geoms too
Oh! It was the rvmat. I used glass.rvmat when instead it should be glass_plate.rvmat cause I guess the AI will check if its bullet can reasonably penetrate the surface? Cool tidbit I never knew they did
Yeah the only difference is glass.rvmat specifies Thickness=5; where glass_plate doesnt have thickness defined at all (deriving from size of component its assigned to?)
should be the other way around and plate should have a defined thickness 🤔
thats how its typically set up
glass would be one that uses the geometry shape dimension
yeah then thats the least resistant of the glass penetration materials
but yeah I think its the best to use for breakable glass parts
Is there good documentation on class DestructionEffects under class HitPoints entries?
i've got it all setup and matching the typical macro but no particles I can tell of.
Oh, they are spawning but they are absolutely pitiful
vs enoch vanilla building
Closest info I can find is here #arma3_model message
Particles aren't spawning even though the macro is working and everything is config'd right far as I can tell. No particles at the correct spot OR at 0,0,0
How do you make a shadow lod?
I have my resolution lod (only 157 verts) and now need to make the shadow but from what I remember it has different requirements than the resolution lod
It's a set of nvgs, if that affects anything
off the top of my head the main requirements were: no material assigned, triangulated, all sharp edges, manifold (i.e has no holes), and all faces must be at least a tiny bit underneath the resolution lod's faces to avoid self-shadowing and/or flickering
if you're in blender (and your resolution lod is already manifold or it wont take much work to make it manifold) you can be lazy and duplicate it, then do alt+s to -0.001 and boom, it's "underneath" the resolution lod, then just triangulate and mark sharp and you're done
the polycount matters a lot if you're using stencil shadows instead of the shadow buffer, (with 157 verts its not a big deal but it's good to know) - i always use shadow buffer (used for buildings primarily) since it performs a lot better, however it does have inconsistent flickering issues with animated meshes (your nvgs included since it's on an animated skeleton)
stencils are used by default anyway with a shadow volume but felt like letting you know for future reference
Unless I'm missing something, I can't find a good way to scale the entire thing so that its contained inside the resolution
Because scaling it down is going to always make it extend past the resolution on on side
yeah you want to go to edit mode and scale with alt+s
and a very small value like -0.001
Oh Alt+S, didn't know that was a thing
you're probably either scaling normally and in object mode given the image
ye it's a handy trick for this exact purpose
I can never remember, what named properties would the res and geo lods need?
I assume lodNoShadow 1 on res lod (since I made my own now)?
Not sure if anything else is needed
thats enough yeah, just checked some of my models and i havent done any other properties
Inset faces also works with negative depth
especially if its all fully closed model
select all - inset faces - invert selection - delete the new faces that any open edge generates - fix model fully closed to work as shadow lod
Okay got it ingame but its appearing near the chest
It is weighted to the head correctly, or is at least rotating correctly when I rotate the head
It's got a correct model.cfg (was taken from a working nvg) and positioned correctly in p3d so not sure whats up there
Oh does it need an autocenter?
yes
Tried 0 and 1 on the geo, neither fixed it
the requirements are basically same with all gear as the headgear requirement listing in the pins
can you make sure all of those elements are set up right
It was the geo not being triangulated
Doesn't make any sense to me because there's literally nothing in there (not a single vertex), but hey it works
What determines where a laser attaches on a rifle? I know there is a reference point on the weapon model but different lasers appear in different positions. Some match up with the attachment point and others float in the air.
the proxy is part of the weapon model, but some weapon attachments are modeled in a way that they dont fully align
The weapon has the proxy of there the attachment goes on.
The attachment has a memory point of where the laser is emitted from.
The memory point gets multiplied with the proxy transform of the attachment (relative to weapon), which is multiplied with the proxy transform of the weapon in players hand (relative to player), which is multiplied with the player transform (relative to world) and then you have the position of the laser.
What would make a weapon's flashlight always point backwards?
I have a custom flashlight and the vanilla one both shining a light in my face
Mixing up the dir/pos memory points. I think its in the ItemInfo class
I think they need to be backwards
They are, I don't change the ItemInfo compared to vanilla
direction = "flash";
position = "flash dir";
flash dir is inside the model, flash is on the lens
(flash dir is whats selected)
But it happens with vanilla flashlight too, which obviously works on other guns so I'm assuming its something with weapon config / model
What you mean with vanilla flashlight.
You putting your model into a vanilla config, or putting the vanilla model into your config?
I have my flashlight and acc_flashlight as compatible pointers
When I use acc_flashlight on my gun, the light is backwards. If I change to a different gun in the arsenal, acc_flashlight points forward as expected
Possible the proxy on your weapon is reversed maybe?
That'd make sense
But then you would also see the model of the flashlight reversed, not just the light emitter
Interesting, made sure no animation is rotating the memory points?
Like them being part of the muzzle flash selection or something
Don’t think that would work in any case but just to check
Nope, not part of any selection
The memory points are only looked up once at model load time, they can't be animated
Yeah I didn't think they could be animated at all
They get multiplied with the weapons attachment proxy transform, when the item is added to the weapon (so the proxy itself, also cannot animate after that)
So they just have a weapon relative static position, which is multiplied with the weapon matrix (in the players hand)
I don't see how its possible that the mempoints/direction would get reversed but the visual model doesn't
Looking at it, it doesn't even look like the light is originating from the correct position
It should spawn in like the middle of it here but its spawning up and to the left (from the shooter's pov)
Is the attachment model at the right position
It could be that the proxy wasn't found, and it failed to apply the proxy transform
In diag binary that would assert Proxy object for given proxy name (%s) couldn't found in (%s)!
If you just mean visually, yeah. All the pointer attachments show where they should
Oh I just noticed that the gun has flashlight_pos and flashlight_dir vertex groups
That sounds like the kind of thing that'd cause issues. Idk why it has them since we already had a model for the flashlight :P
just to check, weapon has autocenter=0 property?
Yeah, gun and flashlight both have autocenter=0 on the geo
Okay nope wasn't just those groups, deleted the verts and groups, re-exported and still backwards
The light is in the correct spot now though
Oh but the vanilla one is correct now
So now I know its just in an issue in my model
So I guess it's just the config that backwards?
flash is supposed to be on the lens and then flash dir is in front of it?
that sounds reasonable, flash being the origin and dir the direction its going?
I just remember something in that thing was inverted, and I couldn't fix it because backwards compat.
Maybe only laser was, and light wasn't?
That's what I expected, I had swapped them around earlier and it was still backwards, so I reverted it to try other stuff
Yep, light is working correctly after swapping them. So its the config properties that are backwards. direction is the origin of the light and position is the direction that the light will face
do you have a view pilot lod on your weapon
that can cause all sorts of weird issues with proxies
if you dont have it I mean

Don't know if this is the right channel for this question but here goes. How do you do periscopes for vehicles? Is pip the best way to do it?
I know you can use the LOD wizardry to make it appear the view port is where it is on the top of the vehicle
Hello everyone. When I imported my model into Arma 3, there was an issue with how the model was displayed. In Blender, Object Viewer and Bulldozer, the object is displayed correctly, but when I open it in Arma 3, only the bus model is visible
thats the model that displays when a model cannot be found
Okay, thanks. But that’s really strange. I’ve specified the exact path to the model in the configuration, and I haven’t found any mistakes in the path
how did you write the path?
if game cant find the model the path does not correspond to whats inside your pbo
It looks like it... Would it be okay if the path started with @mytesthat? Or could the @ break the path?
Yes, that sorted it out, thanks. By the way, do you know how I can fix this texture display issue?
What am I supposed to understand from this picture?
Can you see the clear outlines of each polygon? I’d like to fix that
Do you mean sharp edge vs smooth edge?
Most likely
Google "smooth edge" + modelling software you use
Everything's fine in the modelling software
Then you might have a wrongly made RVMAT
I didn’t really do them I suppose that’s the mistake
I get a lot of these errors from my uniform, but I'm not exactly sure what they mean
23:40:59 Wrong geometry convex component mapping for person collision geometry found in path\to\uniform.p3d. Convex component number 3. not found
Isn't that the thing where the old one isn't supported anymore
¯_(ツ)_/¯
Try to just redo components
Either youre missing one or a vertex group for that component has no assigned verts
So just like grab the Geo lod from the samples and re-export?
Yeah - the one i grabbed from samples worked perfectly fine
Well, at least the man one
Not sure about the others
That or just reapply them manually
If youre using mr clock's tool it takes like 3 clicks
Yeah I do, where's that at?
Sec on my phone atm will grab a screengran in a minute
so select it in object mode and then do component convex hull
Hm yeah it made a Component01 and 02
yeah essentially each disconnected mesh within the object has to be its own component numbered from 00 to 99
this one just does that with a button click but you can technically do so manually
Gotcha
Error is saying Convex component number 3. not found, so should there be more?
it's likely that you had a vertex group for 03 but it wasnt assigned to anything
or.. something bizzarely edge-casey 🤷 but ultimately geo lods just need as many components as there are disconnected meshes if done properly
Should I do it to FireGeo as well?
Okay cool
Cause I did it and it made 42 
checks out 😄